https://mischievous.eu/api.php?action=feedcontributions&user=Mischy&feedformat=atomMischys Awesome Wiki - User contributions [en]2024-03-29T16:01:34ZUser contributionsMediaWiki 1.36.1https://mischievous.eu/index.php?title=MNSI&diff=222MNSI2019-10-13T23:15:13Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://www.unrealengine.com/marketplace/en-US/slug/mnsi-adding-sound-to-physics Download!]]<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=221MNSI2019-10-13T23:14:56Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://www.unrealengine.com/marketplace/en-US/slug/mnsi-adding-sound-to-physics | Download!]]<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Hall_Of_Fame&diff=220MNSI:Hall Of Fame2019-09-07T20:48:37Z<p>Mischy: </p>
<hr />
<div><div align="center"><br />
As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This way people learning can see what others are hacking MNSI to do for them.<br />
<br />
<br />
Please contact me at 123croc@gmail.com to add your project here.<br />
----<br />
* The MNSI train game created to test the plugin in a real production environment.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OCQHcLgVDpU}}<br />
((Note: Not available for download, not intended to be released. Made only to show case in video what can be achieved with the plugin))<br />
<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=219MNSI2019-07-16T19:17:44Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://www.unrealengine.com/marketplace/en-US/slug/mnsi-adding-sound-to-physics| Download!]]<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=218MNSI2019-07-16T19:17:36Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://www.unrealengine.com/marketplace/en-US/slug/mnsi-adding-sound-to-physics|50px| Download!]]<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=217MNSI2019-07-16T19:17:11Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
<br />
[[https://www.unrealengine.com/marketplace/en-US/slug/mnsi-adding-sound-to-physics| Download!]]<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Hall_Of_Fame&diff=216MNSI:Hall Of Fame2019-07-04T21:16:38Z<p>Mischy: </p>
<hr />
<div><div align="center"><br />
As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This way people learning can see what others are hacking MNSI to do for them.<br />
<br />
----<br />
* The MNSI train game created to test the plugin in a real production environment.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OCQHcLgVDpU}}<br />
((Note: Not available for download, not intended to be released. Made only to show case in video what can be achieved with the plugin))<br />
<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Hall_Of_Fame&diff=215MNSI:Hall Of Fame2019-07-04T21:16:06Z<p>Mischy: </p>
<hr />
<div><div align="center"><br />
As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This way people learning can see what others are hacking MNSI to do for them.<br />
<br />
----<br />
* The train demo created to test the plugin in a real production environment.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OCQHcLgVDpU}}<br />
<br />
<br />
* Currently list is empty. Sad. Go make awesome stuff!<br />
<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=214MNSI2019-07-04T21:15:08Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of plugin in action.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=zfD7mrQUNOQ&t=6s}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Hall_Of_Fame&diff=213MNSI:Hall Of Fame2019-06-09T19:24:33Z<p>Mischy: </p>
<hr />
<div><div align="center"><br />
As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This way people learning can see what others are hacking MNSI to do for them.<br />
<br />
----<br />
* Currently list is empty. Sad. Go make awesome stuff!<br />
<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Hall_Of_Fame&diff=212MNSI:Hall Of Fame2019-06-09T19:23:45Z<p>Mischy: Created page with "<div align="center"> As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This w..."</p>
<hr />
<div><div align="center"><br />
As people adopt MNSI in their work, both work in progress projects and released games will get listed here. With their author's approval of course. This way people learning can see what others are hacking MNSI to do for them.<br />
<br />
<br />
<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=211MNSI2019-06-09T19:09:36Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of what can be achieved with this plugin.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OCQHcLgVDpU}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
<strong>Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]</strong><br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI&diff=210MNSI2019-06-09T19:09:22Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]<div align="center">[[file:WikiImages MNSIHeader.png|500px]]</div><br />
<br />
<div align="center"><strong>MNSI, a plugin to add sounds to physics interactions in Unreal Engine 4.</strong><br />
<br />
This is the main documentation page of MNSI. Listed blow is a comprehensive collection of tutorials and documentation to get you started.<br />
<br />
[[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
Example of what can be achieved with this plugin.<br />
{{#ev:youtube|https://www.youtube.com/watch?v=OCQHcLgVDpU}}<br />
<br />
For Questions on the usage of MNSI, please email 123croc@gmail.com OR send a message to my user account at Unreal Forum. https://forums.unrealengine.com/member/66426-mischievousm<br />
Your questions will be used to further iron out any ambiguity in this wiki.<br />
<br />
Projects using MNSI hall of fame -> [[MNSI:Hall Of Fame]]<br />
<br />
</div><br />
==[[file:WikiImages OutOfTheBox.png|50px]]Out Of The Box Basic Operations==<br />
Prop artists look here.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Quick Start|Quick start guide, making MNSI work on your Static Mesh physics prop.]]<br />
* [[MNSI:Skeletal Mesh|Quick start guide, making MNSI work on your Skeletal Mesh physics prop.]]<br />
* [[MNSI:Multi-Component|Multi-Component prop setup.]]<br />
* [[MNSI:Quick Materials|The basics of materials, making MNSI work on your material.]]<br />
* [[MNSI:Default Sound Set|The Default Sound Set catalogue.]]<br />
* [[MNSI:Sanity Checklist| Sanity Checklist. A simple pointer list to go though if something isn't working.]]<br />
</div><br />
<br />
==[[file:WikiImages TechArt.png|50px]]Technical Arts Operations==<br />
Technical artists zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Features|Complete plugin features reference list.]]<br />
* [[MNSI:Options|Complete plugin options reference guide.]]<br />
* [[MNSI:Sound Querry Schematic|Complete flow chart of sound queries.]]<br />
* [[MNSI:Naming Conventions|The Naming Conventions in MNSI physical materials.]]<br />
* [[MNSI:Optimisation|List of optimization options available.]]<br />
</div><br />
<br />
==[[file:WikiImages AudioArt.png|50px]]Sound Design Operations==<br />
Sound artists sound-proof zone.<br />
<div style="column-count2:;-moz-column-count:2;-webkit-column-count:2"><br />
* [[MNSI:Audio Cues|Suggested audio cue setup and MNSI audio cue specifics.]]<br />
* [[MNSI:Sound Libraries|The Sound Library Struct and working with sound libraries in MNSI.]]<br />
</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Libraries&diff=209MNSI:Sound Libraries2019-06-08T15:24:38Z<p>Mischy: </p>
<hr />
<div>Sound libraries in MNSI take the form of a struct asset.<br />
Pictured bellow.<br />
<br />
A blank sound library can be found in Located in MNSI-MainPlugin/MNSI_BasicSoundSet called MyCustomSoundSet, it is advised to copy this struct, rename the copy and work off of that.<br />
<br />
[[File:PhysMat 05.JPG|800px]]<br />
<br />
==What are they==<br />
<br />
They are essentially, a structure composed out of String->SoundBaseActor dictionaries. Strings act as a sort of key in of them selves. A key composed of two physical material names.<br />
<br />
In essence, MNSI iterates over all sound libraries loaded and looks for a string key that matches either the collision event between the prop's own physical material, and the physical material of the surface being hit, Or if it fails to find one, to find the default sound set for the prop's own physical material.<br />
<br />
The Structure part of the sound library struct should not be edited. It even says so in the Tooltip. The only area a user cares about is the Default Values below.<br />
<br />
To add custom set, simply create a new blank value and write the name of the two physical materials to define a sound for the impact of.<br />
<br />
Let's say Default_Stone and Default_Wood are two physical materials. <br />
<br />
To define the sound that MNSI will play when A prop with the physical material Default_Stone will play when it collides with a surface using Default_Wood, simple add a new key for each of the 4 default values, and name it;<br />
<br />
Default_Stone-Default_Wood <br />
<br />
Then load a sound cue for each.<br />
<br />
To create a fallback sound set for Default_Stone for MNSI to use when a Default_Stone prop collides with a physical material that is not defined, name it;<br />
<br />
Default_Stone-DEFINT<br />
<br />
It is possible to define most of the physical materials as just DEFINTs and maybe add one or two specific keys for really noticeable differences.<br />
<br />
For example cardboard sounds almost the same when it collides with wood or stone or metal, but when it collides with a grassy surface, the sound is perceptually different.<br />
<br />
In this example the sound library might look like this;<br />
<br />
Cardboard-DEFINT <br />
Cardboard-GrassySurface<br />
<br />
==Usage Types==<br />
<br />
Since a MNSI component can have several sound library structs, there are two ways they can be thought of.<br />
<br />
A struct containing all the sounds needed in your project, Or. A struct per physical material. For example, all sounds related to wood physical materials can be held in a Wooden sound library and loaded alongside others.<br />
<br />
Currently, it is advised to use as few sound libraries as possible, but for organizational purposes, several structs can end up being more practical to manage.<br />
<br />
==Loading sound libraries in MNSI==<br />
<br />
There is a pseudo-node like way to load sound libraries. It is an easy way to manage which libraries are loaded.<br />
Here is an example from the train demo on the main page. There is the default sound library loaded alongside the Train Set and MyCustomSoundLibrary.<br />
[[File:SoundLib1.JPG|1000px]]<br />
<br />
==How to load a library==<br />
<br />
{|class=wikitable <br />
| style="padding: 10px" | <br />
Quick Run;<br />
# Add new variable to the MNSI blueprint component.<br />
# Change variable type to the type of the new struct created.<br />
# Go to SoundLibraryHolder function, Break then Concat to combine struct with the others.<br />
|}<br />
<br />
===Illustrated!===<br />
<br />
* Open the MNSI component blueprint used in your project, located in MNSI-MainPlugin. It is called MNSI-PhysicsSounds. ((Or MNSI-PhysicsSounds_SkeletalMesh if adding libraries or skeletal meshes.)) Then navigate to the SoundLibraryHolder function, located under the Functions tab on the left. By default it looks like this.<br />
[[File:SoundLib2.JPG]]<br />
<br />
* Sound libraries are loaded by adding a new struct variable. First click the plus to add a new variable, and give it any name needed.<br />
[[File:SoundLib3.JPG]]<br />
<br />
* Change the variable type to be of the type of the new sound library needed. Sound Library Structs become their own types. So a sound library named "WoodCollection" will need a variable type of "WoodCollection.". Simply start typing the name of the sound library and it will get displayed automatically. Once that's done, Compile the blueprint.<br />
[[File:SoundLib4.JPG]]<br />
<br />
* Once that's done drag it to the graph, and add a new Break node. Easiest way to do that is to drag out a connection from the pin of the struct, and type Break.<br />
[[File:SoundLib5.JPG]]<br />
<br />
* Drag out the Concat function. It is what combines sound libraries together.<br />
[[File:SoundLib6.JPG]]<br />
<br />
* Connect the outputs of the previous concat function to the new one. Make sure to link the pins properly. Concat pins go to the top, and bottom ones are for the new sound library. Make sure to connect the Type as well.<br />
[[File:SoundLib7.JPG]]<br />
<br />
* That's all.</div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib7.JPG&diff=208File:SoundLib7.JPG2019-06-08T15:22:39Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Libraries&diff=207MNSI:Sound Libraries2019-06-08T15:20:04Z<p>Mischy: </p>
<hr />
<div>Sound libraries in MNSI take the form of a struct asset.<br />
Pictured bellow.<br />
<br />
A blank sound library can be found in Located in MNSI-MainPlugin/MNSI_BasicSoundSet called MyCustomSoundSet, it is advised to copy this struct, rename the copy and work off of that.<br />
<br />
[[File:PhysMat 05.JPG|800px]]<br />
<br />
==What are they==<br />
<br />
They are essentially, a structure composed out of String->SoundBaseActor dictionaries. Strings act as a sort of key in of them selves. A key composed of two physical material names.<br />
<br />
In essence, MNSI iterates over all sound libraries loaded and looks for a string key that matches either the collision event between the prop's own physical material, and the physical material of the surface being hit, Or if it fails to find one, to find the default sound set for the prop's own physical material.<br />
<br />
The Structure part of the sound library struct should not be edited. It even says so in the Tooltip. The only area a user cares about is the Default Values below.<br />
<br />
To add custom set, simply create a new blank value and write the name of the two physical materials to define a sound for the impact of.<br />
<br />
Let's say Default_Stone and Default_Wood are two physical materials. <br />
<br />
To define the sound that MNSI will play when A prop with the physical material Default_Stone will play when it collides with a surface using Default_Wood, simple add a new key for each of the 4 default values, and name it;<br />
<br />
Default_Stone-Default_Wood <br />
<br />
Then load a sound cue for each.<br />
<br />
To create a fallback sound set for Default_Stone for MNSI to use when a Default_Stone prop collides with a physical material that is not defined, name it;<br />
<br />
Default_Stone-DEFINT<br />
<br />
It is possible to define most of the physical materials as just DEFINTs and maybe add one or two specific keys for really noticeable differences.<br />
<br />
For example cardboard sounds almost the same when it collides with wood or stone or metal, but when it collides with a grassy surface, the sound is perceptually different.<br />
<br />
In this example the sound library might look like this;<br />
<br />
Cardboard-DEFINT <br />
Cardboard-GrassySurface<br />
<br />
==Usage Types==<br />
<br />
Since a MNSI component can have several sound library structs, there are two ways they can be thought of.<br />
<br />
A struct containing all the sounds needed in your project, Or. A struct per physical material. For example, all sounds related to wood physical materials can be held in a Wooden sound library and loaded alongside others.<br />
<br />
Currently, it is advised to use as few sound libraries as possible, but for organizational purposes, several structs can end up being more practical to manage.<br />
<br />
==Loading sound libraries in MNSI==<br />
<br />
There is a pseudo-node like way to load sound libraries. It is an easy way to manage which libraries are loaded.<br />
Here is an example from the train demo on the main page. There is the default sound library loaded alongside the Train Set and MyCustomSoundLibrary.<br />
[[File:SoundLib1.JPG|1000px]]<br />
<br />
==How to load a library==<br />
<br />
#Open the MNSI component blueprint used in your project, located in MNSI-MainPlugin. It is called MNSI-PhysicsSounds. ((Or MNSI-PhysicsSounds_SkeletalMesh if adding libraries or skeletal meshes.)) Then navigate to the SoundLibraryHolder function, located under the Functions tab on the left. By default it looks like this.<br />
[[File:SoundLib2.JPG]]<br />
<br />
#Sound libraries are loaded by adding a new struct variable. First click the plus to add a new variable, and give it any name needed.<br />
[[File:SoundLib3.JPG]]<br />
<br />
#Change the variable type to be of the type of the new sound library needed. Sound Library Structs become their own types. So a sound library named "WoodCollection" will need a variable type of "WoodCollection.". Simply start typing the name of the sound library and it will get displayed automatically. Once that's done, Compile the blueprint.<br />
[[File:SoundLib4.JPG]]<br />
<br />
#Once that's done drag it to the graph, and add a new Break node. Easiest way to do that is to drag out a connection from the pin of the struct, and type Break.<br />
[[File:SoundLib5.JPG]]<br />
<br />
#Drag out the Concat function. It is what combines sound libraries together.<br />
[[File:SoundLib6.JPG]]</div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib6.JPG&diff=206File:SoundLib6.JPG2019-06-08T15:19:36Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib5.JPG&diff=205File:SoundLib5.JPG2019-06-08T15:18:14Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib4.JPG&diff=204File:SoundLib4.JPG2019-06-08T15:16:20Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib3.JPG&diff=203File:SoundLib3.JPG2019-06-08T15:13:50Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib2.JPG&diff=202File:SoundLib2.JPG2019-06-08T15:06:19Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundLib1.JPG&diff=201File:SoundLib1.JPG2019-06-08T15:01:28Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Libraries&diff=200MNSI:Sound Libraries2019-06-08T14:56:44Z<p>Mischy: Created page with "Sound libraries in MNSI take the form of a struct asset. Pictured bellow. 800px ==What are they== They are essentially, a structure composed out of..."</p>
<hr />
<div>Sound libraries in MNSI take the form of a struct asset.<br />
Pictured bellow.<br />
<br />
[[File:PhysMat 05.JPG|800px]]<br />
<br />
==What are they==<br />
<br />
They are essentially, a structure composed out of String->SoundBaseActor dictionaries. Strings act as a sort of key in of them selves. A key composed of two physical material names.<br />
<br />
In essence, MNSI iterates over all sound libraries loaded and looks for a string key that matches either the collision event between the prop's own physical material, and the physical material of the surface being hit, Or if it fails to find one, to find the default sound set for the prop's own physical material.<br />
<br />
The Structure part of the sound library struct should not be edited. It even says so in the Tooltip. The only area a user cares about is the Default Values below.<br />
<br />
To add custom set, simply create a new blank value and write the name of the two physical materials to define a sound for the impact of.<br />
<br />
Let's say Default_Stone and Default_Wood are two physical materials. <br />
<br />
To define the sound that MNSI will play when A prop with the physical material Default_Stone will play when it collides with a surface using Default_Wood, simple add a new key for each of the 4 default values, and name it;<br />
<br />
Default_Stone-Default_Wood <br />
<br />
Then load a sound cue for each.<br />
<br />
To create a fallback sound set for Default_Stone for MNSI to use when a Default_Stone prop collides with a physical material that is not defined, name it;<br />
<br />
Default_Stone-DEFINT<br />
<br />
It is possible to define most of the physical materials as just DEFINTs and maybe add one or two specific keys for really noticeable differences.<br />
<br />
For example cardboard sounds almost the same when it collides with wood or stone or metal, but when it collides with a grassy surface, the sound is perceptually different.<br />
<br />
In this example the sound library might look like this;<br />
<br />
Cardboard-DEFINT <br />
Cardboard-GrassySurface</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sanity_Checklist&diff=199MNSI:Sanity Checklist2019-06-07T22:18:38Z<p>Mischy: </p>
<hr />
<div>Quick list of pointers to go though if no sounds are being played.<br />
<br />
There are a lot of things that can contribute to the plugin failing to play a sound, this list is designed with the most commonly missed to the rarest oversights.<br />
<br />
Go though them one by one. If still Nada. Use the forum to complain. [[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
----<br />
# Is Generate Hit Events enabled for the static mesh component?<br />
# Is the MNSI component using the correct mesh index that has the desired material assigned?<br />
# Does the prop's material have an assigned Physical Material?<br />
# Is the Physical Material loaded in a sound library And that sound library loaded in the MNSI graph? Check for spelling errors.<br />
# Is the player distance optimization set to a value too low? Make sure it matches the attenuation distance of the sounds.<br />
----<br />
<br />
This list will get updated as people use this plugin more<br />
<br />
Last update - June 8th 2019</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sanity_Checklist&diff=198MNSI:Sanity Checklist2019-06-07T22:17:36Z<p>Mischy: </p>
<hr />
<div>Quick list of pointers to go though if no sounds are being played.<br />
<br />
There are a lot of things that can contribute to the plugin failing to play a sound, this list is designed with the most commonly missed to the rarest oversights.<br />
<br />
Go though them one by one. If still Nada. Use the forum to complain. [[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
----<br />
# Is Generate Hit Events enabled for the static mesh component?<br />
# Is the MNSI component using the correct mesh index that has the desired material assigned?<br />
# Does the prop's material have an assigned Physical Material?<br />
# Is the Physical Material loaded in a sound library And that sound library loaded in the MNSI graph? Check for spelling errors.<br />
# Is the player distance optimization set to a value too low? Make sure it matches the attenuation distance of the sounds.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sanity_Checklist&diff=197MNSI:Sanity Checklist2019-06-07T22:15:20Z<p>Mischy: Created page with "Quick list of pointers to go though if no sounds are being played. There are a lot of things that can contribute to the plugin failing to play a sound, this list is designed..."</p>
<hr />
<div>Quick list of pointers to go though if no sounds are being played.<br />
<br />
There are a lot of things that can contribute to the plugin failing to play a sound, this list is designed with the most commonly missed to the rarest oversights.<br />
<br />
Go though them one by one. If still Nada. Use the forum to complain. [[https://forums.unrealengine.com/unreal-engine/marketplace/1492920-mnsi-adding-sound-to-physics-may-update| Main Forum Thread.]]<br />
<br />
----<br />
# Is Generate Hit Events enabled for the static mesh component?<br />
# Is the MNSI component using the correct mesh index that has the desired material assigned?<br />
# Does the prop's material have an assigned Physical Material?<br />
# Is the Physical Material loaded in a sound library And that sound library loaded in the MNSI graph?<br />
#</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Audio_Cues&diff=196MNSI:Audio Cues2019-06-07T21:54:49Z<p>Mischy: Created page with "It is best to work using sound Cues, instead of loading sound files directly in a sound library. ((Although it's possible to do that.)) ==Impact Sound Cues== Sound cues for..."</p>
<hr />
<div>It is best to work using sound Cues, instead of loading sound files directly in a sound library. ((Although it's possible to do that.))<br />
<br />
==Impact Sound Cues==<br />
<br />
Sound cues for impact sounds are easy to design. Here is the most basic setup.<br />
<br />
[[File:ImpactSoundCue.JPG]]<br />
<br />
There are no real specifics about impact sound cues. A randomizer and a modulator for a bit of extra variance is all that's needed.<br />
<br />
More complicated setups aren't prohibited. An Impact Sound Cue is simply played once on every impact. A sound cue for a car for example could be made to mix several random pools of sounds with various weights. But that's entirely up to one's discretion. <br />
<br />
==Roll and Friction Sound Cues==<br />
<br />
These, however are a bit more specific to MNSI.<br />
<br />
[[File:RollCue1.JPG]]<br />
<br />
Notice the Continuous Modulator. It is important for rolling and friction sound cues to have a Continuous Modulator with the proper parameter names. If this is missing, they will play at full volume and default pitch regardless of speed and pitch settings in the MNSI plugin.<br />
<br />
The parameter names are as follow.<br />
<br />
Pitch Modulation Params must be named "MainPitch"<br />
<br />
and<br />
<br />
Volume Modulation Params must be named "MainVolume"<br />
<br />
And in the most basic setup, the Param Mode for each should be set to Direct. <br />
<br />
Direct means that whatever value MNSI pushes to the continous modulator, that's the value it will use to modulate its sound branch.<br />
<br />
Things become interesting upon the realisation that multiple Continous Modulators can be chained. One with a Direct Param Mode, and others with wither Normal or Absolute.<br />
<br />
Then it is perfectly possible to make a sound cue for a car wheel play random sounds of gravel at normal pitch and volume regardless of speed, while the whising and rolling sound of the wheel will get modulated by pitch and volume.<br />
<br />
Here is an example of this feature used to its potential.<br />
<br />
[[File:RollCue2.JPG]]<br />
<br />
This is the roll audio cue for a train wheel.<br />
<br />
Notice that there are two audio branches. One is the default, a continuous modulator set to Direct mode that modulates the sound of metal rolling on rail, this branch will have its pitch and ovlume freely modulated by the MNSI settings in the wheel's blueprint.<br />
<br />
But. The secondary branch that plays random sounds for rail joints, won't have its pitch modulated. Rail joint sounds don't sound good at different pitches so they can be set to remain mostly the same regardless of speed. Here's how the second branch's continuous modulator settings look like.<br />
<br />
[[File:RollCue3.JPG]]<br />
<br />
Notice the Pitch modulation settings. Min and Max output are set to 1. This effectively disabled pitch modulation as regardless of the value passed down from MNSI, it will get remapped between Min and Max, which are both 1.<br />
<br />
This important control allows for great diversity in rolling and friction sounds.</div>Mischyhttps://mischievous.eu/index.php?title=File:RollCue3.JPG&diff=195File:RollCue3.JPG2019-06-07T21:53:17Z<p>Mischy: </p>
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<div></div>Mischyhttps://mischievous.eu/index.php?title=File:RollCue2.JPG&diff=194File:RollCue2.JPG2019-06-07T21:50:35Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:RollCue1.JPG&diff=193File:RollCue1.JPG2019-06-07T21:45:13Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=File:ImpactSoundCue.JPG&diff=192File:ImpactSoundCue.JPG2019-06-07T21:42:37Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Optimisation&diff=191MNSI:Optimisation2019-06-07T21:25:03Z<p>Mischy: </p>
<hr />
<div>Outlines here are ways to optimize resource usage of a MNSI component.<br />
<br />
==Basics==<br />
<br />
[[File:OptimisationSettings1.JPG]]<br />
<br />
Pictured are the settings relevant to optimization. Since every prop can have totally different usage scenarios, it is useful to be able to manually adjust the "quality" of the MNSI component. So that a small rock debris could be made to utilize 1/4th of the resources MNSI would utilise at full default quality settings. <br />
<br />
===Friction sounds===<br />
<br />
Currently, the most expensive feature are the Friction Sounds. Rolling and Linear friction sounds despite numerous iterations and architecture changes, are still asynchronous and can continue to update their math even if the prop is no longer moving. <br />
<br />
There are several things possible to mitigate their expense. The obvious, is to turn off friction sounds entirely using the Do Friction Sounds boolean toggle. This is a bit of an overkill. But. It is usefil to turn off the option for small props, debris, props that aren't expected to slide or roll, or props that are spawned by the thousands from particle effects. Sometimes the geometry of the prop can also render friction and rolling sounds pointless. Imagine a prop with great friction coefficient that has no round surfaces. <br />
<br />
For props that still need Some friction and rolling sounds, there are three settings to adjust their cost. <br />
<br />
; User Component Cleanup time : Expected performance gain from tweaking - Low - When roll and friction sounds are played, a single audio component is created once, and then modulated based on speed and other math. Once the prop is detected to be stationary, this variable tells MNSI how long to wait before the rolling and friction audio components are automatically deleted.<br />
; User Linear and Roll sound update frequency : Expected performance gain from tweaking - High - This value defines how often math is performed on the roll and friction components. <br />
; User Linear and Roll sound cut time : Expected performance gain from tweaking - Medium - This is a special timer that constantly checks if the prop is actually in contact with a surface. As soon as a prop becomes airborn and this many seconds pass, rolling and friction sounds are muted, and the Component Cleanup timer starts.<br />
<br />
It is clear that props like barrels or bottles can have a relatively slow update frequency. The default 0.25 is meant for them. Props that change their motion quickly, car wheels, players, can be tweaked to have much faster update frequencies. <br />
<br />
The Cut time can also be adjusted for props that experience a lot of surface irregularities. Train Wheels would need a fast cut time to simulate rail joint sounds, and a bottles on a table can be given a longer cut time to reduce their cost.<br />
<br />
===Impact sounds===<br />
<br />
Relatively inexpensive. Can be used as is almost always. <br />
<br />
The one relative setting is;<br />
<br />
; User Impact Sound Frequency : How often is the impact math and sounds performed and played after an impact sound has already been performed.<br />
<br />
The User Impact Sound Frequency is useful for large prop piles. Let's say a wall where every brick is an individual prop, can benefit greatly from a slow frequency. No one will notice that half the bricks fail to play impact sounds. <br />
<br />
In contrast, bouncy props, or props that do a lot of small motions can be given a faster frequency. It seems that really light weight props sometimes end up needing a faster frequency.<br />
<br />
=== Player Distance===<br />
<br />
For really large levels, there is no need for any math to happen unless the player's close enough to hear the results. That's why all MNSI componetns are rendered inert if the player's too far away.<br />
<br />
It is important to match this distance with the sound that has the largest attenuation distance for any given prop.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Optimisation&diff=190MNSI:Optimisation2019-06-07T21:02:46Z<p>Mischy: Created page with "Outlines here are ways to optimize resource usage of a MNSI component. File:OptimisationSettings1.JPG"</p>
<hr />
<div>Outlines here are ways to optimize resource usage of a MNSI component.<br />
<br />
[[File:OptimisationSettings1.JPG]]</div>Mischyhttps://mischievous.eu/index.php?title=File:OptimisationSettings1.JPG&diff=189File:OptimisationSettings1.JPG2019-06-07T21:02:36Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Querry_Schematic&diff=188MNSI:Sound Querry Schematic2019-06-07T20:38:49Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This flow chart shows what happens when the MNSI plugin detects a collision event.<br />
<br />
<br />
<div align="center">[[File:SoundQuerryFlowChart-01.jpg|500px]]</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Querry_Schematic&diff=187MNSI:Sound Querry Schematic2019-06-07T20:38:43Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This flow chart shows what happens when the MNSI plugin detects a collision event.<br />
<br />
<br />
<div align="center">[[File:SoundQuerryFlowChart-01.jpg|2000px]]</div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Querry_Schematic&diff=186MNSI:Sound Querry Schematic2019-06-07T20:38:21Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This flow chart shows what happens when the MNSI plugin detects a collision event.<br />
<br />
<br />
<div align="center">[[File:SoundQuerryFlowChart-01.jpg]]</div></div>Mischyhttps://mischievous.eu/index.php?title=File:SoundQuerryFlowChart-01.jpg&diff=185File:SoundQuerryFlowChart-01.jpg2019-06-07T20:37:32Z<p>Mischy: </p>
<hr />
<div></div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Sound_Querry_Schematic&diff=184MNSI:Sound Querry Schematic2019-06-07T20:05:43Z<p>Mischy: Created page with "This flow chart shows what happens when the MNSI plugin detects a collision event."</p>
<hr />
<div>This flow chart shows what happens when the MNSI plugin detects a collision event.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Naming_Conventions&diff=183MNSI:Naming Conventions2019-06-06T19:10:44Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This page describes all the special naming quirks MNSI uses.<br />
<br />
==Physical Material Naming==<br />
<br />
Physical Materials can have all characters in their name. The only exception is the "-" string. <br />
<br />
Example of valid unique names;<br />
<br />
CardboardBox_Small, ShotgunShell, Glass_Type2.<br />
<br />
Multiple types of Physical Materials can be all instanced to a single name using the "-" to create "instances" of existing physical materials. <br />
<br />
For example;<br />
<br />
Default_Stone can be a physical material with sounds setup for stone impacts. But one single physical material can't account for all variations needed, like a stone surface that is more slippery. To avoid having to define multiple physical material with the same sounds in a sound library, the instancing feature can be used.<br />
<br />
Default_Stone, Default_Stone-Slippery, Default_Stone-ReallyDense, Default_Stone-LowMass will all be treated as Default_Stone by the MNSI parser.<br />
<br />
==Sound Library Definitions==<br />
<br />
Sound libraries are a bit more complicated yet hopefully still simple to use.<br />
<br />
Here is a basic example of a sound library with the definitions for one Physical Mateiral called "ReallyCoolWood".<br />
<br />
[[File:PhysMat 06.JPG]]<br />
<br />
Each sound library struct has 4 key-pair values.<br />
<br />
*"Impact_Hard_Sounds" is where Hard impact sounds are added.<br />
*"Impact_Soft_Sounds" is where Soft impact sounds are added.<br />
*"Friction_Roll_Sounds" is where looping sounds for rolling are added.<br />
*"Friction_Linear_Sounds" is where looping sounds for sliding are added.<br />
<br />
They are each defined using the names of the actual physical materials and a "-" to separate them. They are either a specific definition; "Name Of Impacting Physical Material"-"Name Of Surface Hit Physical Material." OR a catchall; "Name Of Impacting Physical Material"-DEFINT<br />
<br />
; specific definition : This is to specifically define a sound to play for specific physical material collisions. In our example, ReallyCoolWood colliding with Stone can play a different sound than ReallyCoolWood colliding with Grass. In this example the two specific definitions can look like this; ReallyCoolWood-Stone or ReallyCoolWood-Default_Stone and ReallyCoolWood-Grass<br />
<br />
; Catchall : To avoid having to have a thousand definitions all using the same sound, a Catchall can be made. If MNSI sees a collision event but the physical material of the surface being hit, it will default to the Catchall, as defined using the token "DEFINT.". In Our example; ReallyCoolWood collides with a surface with a physical material that's isn't defined using a Specific Definition, it will instead play the sound loaded for the DEFINT definition.<br />
<br />
Do note that pairs are cross checked.<br />
<br />
If ReallyCoolWood-Default_Stone key pair isn't found MNSI will also try looking for Default_Stone-ReallyCoolWood.<br />
<br />
It is possible to load different sounds for Wood colliding with stone, and Stone colliding with wood.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Naming_Conventions&diff=182MNSI:Naming Conventions2019-06-06T19:07:10Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This page describes all the special naming quirks MNSI uses.<br />
<br />
==Physical Material Naming==<br />
<br />
Physical Materials can have all characters in their name. The only exception is the "-" string. <br />
<br />
Example of valid unique names;<br />
<br />
CardboardBox_Small, ShotgunShell, Glass_Type2.<br />
<br />
Multiple types of Physical Materials can be all instanced to a single name using the "-" to create "instances" of existing physical materials. <br />
<br />
For example;<br />
<br />
Default_Stone can be a physical material with sounds setup for stone impacts. But one single physical material can't account for all variations needed, like a stone surface that is more slippery. To avoid having to define multiple physical material with the same sounds in a sound library, the instancing feature can be used.<br />
<br />
Default_Stone, Default_Stone-Slippery, Default_Stone-ReallyDense, Default_Stone-LowMass will all be treated as Default_Stone by the MNSI parser.<br />
<br />
==Sound Library Definitions==<br />
<br />
Sound libraries are a bit more complicated yet hopefully still simple to use.<br />
<br />
Here is a basic example of a sound library with the definitions for one Physical Mateiral called "ReallyCoolWood".<br />
<br />
[[File:PhysMat 06.JPG]]<br />
<br />
Each sound library struct has 4 key-pair values.<br />
<br />
*"Impact_Hard_Sounds" is where Hard impact sounds are added.<br />
*"Impact_Soft_Sounds" is where Soft impact sounds are added.<br />
*"Friction_Roll_Sounds" is where looping sounds for rolling are added.<br />
*"Friction_Linear_Sounds" is where looping sounds for sliding are added.<br />
<br />
They are each defined using the names of the actual physical materials and a "-" to separate them. They are either a specific definition; "Name Of Impacting Physical Material"-"Name Of Surface Hit Physical Material." OR a catchall; "Name Of Impacting Physical Material"-DEFINT<br />
<br />
; specific definition : This is to specifically define a sound to play for specific physical material collisions. In our example, ReallyCoolWood colliding with Stone can play a different sound than ReallyCoolWood colliding with Grass. In this example the two specific definitions can look like this; ReallyCoolWood-Stone or ReallyCoolWood_Default_Stone and ReallyCoolWood-Grass<br />
<br />
; Catchall : To avoid having to have a thousand definitions all using the same sound, a Catchall can be made. If MNSI sees a collision event but the physical material of the surface being hit, it will default to the Catchall, as defined using the token "DEFINT.". In Our example; ReallyCoolWood collides with a surface with a physical material that's isn't defined using a Specific Definition, it will instead play the sound loaded for the DEFINT definition.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Options&diff=181MNSI:Options2019-06-06T19:07:03Z<p>Mischy: </p>
<hr />
<div><br />
[[Category:MNSI]]Complete options reference guide.<br />
<br />
Settings not listed here are not relevant to the end user. IE. Everything under Functional or Default. Please do not change those.<br />
<br />
==Preview==<br />
<br />
[[File:Tutorial CompleteSettings.PNG]]<br />
<br />
==Settings==<br />
<br />
; Do Friction Sounds : Boolean Toggle. Enable or Disable the entire friction sound functionality. Use it to disable friction sounds for unimportant small objects. The Friction sounds add the most processing overhead.<br />
; Do Impact Sounds : Boolean Toggle. Enable or Disable the entire impact sounds functionality.<br />
; User Master Element : Integer. Set to 0 by default. This is the Element that we look at the physical material of. If your prop has several materials on it, you will want to pick the index of the element that has the proper material, largest element or the element that visually has the most contact with the ground.<br />
; Manual Component Selection : Boolean Toggle. Set to false by default. If enabled, you can use the next setting to pick which static mesh component of your blueprint class the plugin works on. This allows to chain several MNSI components on multi-component blueprint classes. See [[MNSI:Multi-Component]]<br />
; Manual Static Mesh Component : See [[MNSI:Multi-Component]] On picking a component.<br />
; Debug Print Materials : Prints out the collision query. It looks like this; "PhysicalMaterailOfSelf<----->PhysicalMaterialOfSurfaceHit Key;SoundFile" Example: "WoodBox<----->DefaultPhysicalMaterial Key;WoodenBox_Wood_Hard" See [[MNSI:Sound Querry Schematic]]<br />
<br />
==Settings Linear and Roll Friction==<br />
<br />
; User Linear Friction Sound Toggle Speed : The linear speed at which the plugin will activate the linear friction sound logic.<br />
; User Linear Friction Sound Max Volume Speed : The linear speed past the Toggle Speed at which the plugin will play the linear sound at max volume. (( Linear Friction Sound Toggle Speed + Linear Friction Sound Max Volume Speed ))<br />
; User Roll Friction Sound Toggle Speed : The angular speed at which the plugin will activate the rolling friction sound logic.<br />
; User Roll Friction Sound Max Volume Speed : The angular speed past the Toggle Speed at which the plugin will play the rolling sound at max volume. (( Linear Roll Sound Toggle Speed + Roll Friction Sound Max Volume Speed ))<br />
; User Linear Pitch Min : Minimum pitch for the linear sound.<br />
; User Linear Pitch Max : Maximum pitch for the linear sound.<br />
; User Roll Pitch Min : Minimum pitch for the roll sound.<br />
; User Roll Pitch Max : Maximum pitch for the roll sound.<br />
; User Linear Pitch Min Speed : Min and Max speeds for the Min and Max Pitch values. Linear Pitch Min Speed, at this speed the linear sound will use the minimum pitch value.<br />
; User Linear Pitch Max Speed : Min and Max speeds for the Min and Max Pitch values. Linear Pitch Max Speed, at this speed the linear sound will use the maximum pitch value.<br />
; User Roll Pitch Min Speed : Min and Max speeds for the Min and Max Pitch values. Roll Pitch Min Speed, at this speed the rolling sound will use the minimum pitch value.<br />
; User Roll Pitch Max Speed : Min and Max speeds for the Min and Max Pitch values. Roll Pitch Max Speed, at this speed the rolling sound will use the maximum pitch value.<br />
<br />
==Settings Advanced==<br />
<br />
; User Token Distinction String : See [[MNSI:Sound Querry Schematic]]. Probably no reason to ever change this value.<br />
; User Impulse vs Speed Workaround: See [[MNSI:Features]]<br />
<br />
==Settings Impacts==<br />
<br />
; User Impact Hard Impulse Min : The minimum impulse needed to play a Hard impact sound.<br />
; User Impact Light Impulse Max : The minimum impulse needed to play a Soft impact sound. Should be less than User Impact Hard Impulse Min<br />
; User Impact Hard Sound Range : Added range to the User Impact Hard Impulse Min. Controls sound volume as interpolated between the Min and Range.<br />
; User Impact Soft Sound Range : Added range to the User User Impact Light Impulse Max. Controls sound volume as interpolated between the Min and Range.<br />
<br />
==Settings Optimization==</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Features&diff=180MNSI:Features2019-06-06T19:06:57Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]A complete list of "Features". ((Mostly so that I won't forget them either.))<br />
<br />
==Impacts==<br />
<br />
; Hard and Light impact sounds. : Volume based on range from minimum impulse to maximum impulse.<br />
<br />
==Roll and Friction sounds==<br />
<br />
;Different sounds for when rolling and or sliding. : Volume based on range from minimum impulse to maximum impulse. Pitch based on minimum and maximum pitch values, interpolated between minimum and maximum speeds.<br />
<br />
==Relative Correction==<br />
;All math is relative to the surface : If placed stationary on a moving platform, rolling and or friction sounds won't play.<br />
<br />
==Roll vs Slide Correction==<br />
<br />
; Friction though rolling : A car wheel spinning in place will play a different sound than if it was spinning And moving in the direction of its spin.<br />
<br />
==Skeletal Mesh ==<br />
<br />
; Limited Skeletal Mesh : Can pick which bone to measure velocity and angular speed from, But can't isolate bones. It is impossible to know which bone collided with a surface. <strong>Every bone triggers the same event, so one can't differentiate car wheels from a car body if they are all part of the same skeletal mesh.</strong> Use the multi-component approach for now.<br />
<br />
==Multi-Component==<br />
<br />
; Multiple physically active static mesh components : Several MNSI components can be added to the same blueprint class to handle numerous static mesh components in it. <strong> Current workaround for vehicles.</strong><br />
<br />
==Naming Conventions==<br />
<br />
; Physical Material Naming Conventions : Physical materials can have virtual children for the plugin separated with a underscore. "RoughStone" and "RoughStone_highfriction","RoughStone_slippery","RoughStone_dense" will all play the same sounds defined for RoughStone.<br />
<br />
==Fallback names==<br />
<br />
; Fallback naming convention. : For the sound library -DEFINT is the default sound to play if no custom sound is found. Pairs are also cross checked. Stone_Wood is the same as Wood_Stone if the first isn't defined to override it. See; [[MNSI:Sound Libraries]]<br />
<br />
==Node like sound library setup==<br />
<br />
; Fake Node structure : Multiple sound library structs can be paired for personal organization.<br />
<br />
==Player Distance Optimization== <br />
<br />
<strong>All math is disabled if the player is beyond a distance.</strong><br />
<br />
==Impact Frequency Optimization==<br />
<br />
<strong>Can control how often the impact math is performed.</strong><br />
<br />
==Roll Slide Frequency updates==<br />
<br />
; Can control how often roll and friction sounds are updated. : Car wheels and props that change direction really quickly might need faster update intervals. Generic props can be left at a really slow update period to save performance.<br />
<br />
==Impact Vs Speed workaround==<br />
<br />
; Stacked Props : Unreal can apply a really large impulse to a prop Without moving it. Thus tricking the plugin to play an impact sound. This workaround allows for stacked heavy props to remain silent. <br />
<br />
==Dynamic Parameters in Sound Cues==<br />
<br />
; Pitch and Volume are dynamic parameters. : Roll and friction sound cues are called with Pitch and Volume as a dynamic parameter than can be modulated in the cue. For example. Wheel Skid sound combined with the random sounds of gravel can be made to maintain the same volume and pitch of the gravel and only changing the wheel skid sound.</div>Mischyhttps://mischievous.eu/index.php?title=Category:MNSI_Sound_Libraries&diff=179Category:MNSI Sound Libraries2019-06-06T19:06:39Z<p>Mischy: Created page with "All Sound Library pages."</p>
<hr />
<div>All Sound Library pages.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Default_Sound_Set&diff=178MNSI:Default Sound Set2019-06-06T19:06:19Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]][[Category:MNSI Sound Libraries]]This is a sample and reference catalogue of the Default Sound Set sound library that MNSI comes shipped with. It contains a total of 260 sounds taken from 14 types of various objects.<br />
<br />
Example of library; <br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=CiNqRQeoeyU&t=169s|500px}}<br />
<br />
----<br />
<br />
{|class=wikitable; style="padding: 100px"<br />
| <br />
Ball<br />
<br />
[[File:Props BBall.jpg|400px]]<br />
<br />
[[File:Impact Stone Harh 01.wav]]<br />
|-<br />
| <br />
Bottle<br />
<br />
[[File:Props Bottle.jpg|400px]]<br />
<br />
[[File:Bottle Glass Hard 01.wav]]<br />
|-<br />
| <br />
Card Board Box Large<br />
<br />
[[File:Props CardBoardLarge.jpg|400px]]<br />
<br />
[[File:LargeCardboardBox01 Wood Hard 01.wav]]<br />
|-<br />
| <br />
Card Board Box Medium<br />
<br />
[[File:Props CardBoardMedium.jpg|400px]]<br />
<br />
[[File:CardboardBox01 Wood Hard 01.wav]]<br />
|-<br />
| <br />
Small Box<br />
<br />
[[File:Props CardBoardSmoll.jpg|400px]]<br />
<br />
[[File:SmallCardboardBox Wood Hard 01.wav]]<br />
|-<br />
| <br />
Paper Cup<br />
<br />
[[File:Props Cup.jpg|400px]]<br />
<br />
[[File:PaperCup Wood Hard 01.wav]]<br />
|-<br />
| <br />
Glass Ball<br />
<br />
[[File:Props GlassBall.jpg|400px]]<br />
<br />
[[File:Glass Glass Hard 01.wav]]<br />
|-<br />
| <br />
Bullet<br />
<br />
[[File:Props MagBullet.jpg|400px]]<br />
<br />
[[File:Magnum Stone Hard 01.wav]]<br />
|-<br />
| <br />
Metal Box<br />
<br />
[[File:Props MetalBox.jpg|400px]]<br />
<br />
[[File:Router Wood Hard 01.wav]]<br />
|-<br />
| <br />
Metal Plate<br />
<br />
[[File:Props Pannel.jpg|400px]]<br />
<br />
[[File:MetalPlate Wood Hard 01.wav]]<br />
|-<br />
| <br />
Plank<br />
<br />
[[File:Props Plank.jpg|400px]]<br />
<br />
<br />
[[File:Plank Wood Hard 01.wav]]<br />
|-<br />
| <br />
Rock<br />
<br />
[[File:Props Rock.jpg|400px]]<br />
<br />
[[File:Stone Stone Hard 01.wav]]<br />
|-<br />
| <br />
Shell<br />
<br />
[[File:Props Shell.jpg|400px]]<br />
<br />
[[File:Shell Stone Hard 01.wav]]<br />
|-<br />
| <br />
Wood Box<br />
<br />
[[File:Props WoodBox.JPG|400px]]<br />
<br />
[[File:WoodenBox Wood Hard 01.wav]]<br />
<br />
|-<br />
|}<br />
<br />
<br />
----</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Default_Sound_Set&diff=177MNSI:Default Sound Set2019-06-06T19:04:47Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI,MNSI-SoundLibraries]]This is a sample and reference catalogue of the Default Sound Set sound library that MNSI comes shipped with. It contains a total of 260 sounds taken from 14 types of various objects.<br />
<br />
Example of library; <br />
<br />
{{#ev:youtube|https://www.youtube.com/watch?v=CiNqRQeoeyU&t=169s|500px}}<br />
<br />
----<br />
<br />
{|class=wikitable; style="padding: 100px"<br />
| <br />
Ball<br />
<br />
[[File:Props BBall.jpg|400px]]<br />
<br />
[[File:Impact Stone Harh 01.wav]]<br />
|-<br />
| <br />
Bottle<br />
<br />
[[File:Props Bottle.jpg|400px]]<br />
<br />
[[File:Bottle Glass Hard 01.wav]]<br />
|-<br />
| <br />
Card Board Box Large<br />
<br />
[[File:Props CardBoardLarge.jpg|400px]]<br />
<br />
[[File:LargeCardboardBox01 Wood Hard 01.wav]]<br />
|-<br />
| <br />
Card Board Box Medium<br />
<br />
[[File:Props CardBoardMedium.jpg|400px]]<br />
<br />
[[File:CardboardBox01 Wood Hard 01.wav]]<br />
|-<br />
| <br />
Small Box<br />
<br />
[[File:Props CardBoardSmoll.jpg|400px]]<br />
<br />
[[File:SmallCardboardBox Wood Hard 01.wav]]<br />
|-<br />
| <br />
Paper Cup<br />
<br />
[[File:Props Cup.jpg|400px]]<br />
<br />
[[File:PaperCup Wood Hard 01.wav]]<br />
|-<br />
| <br />
Glass Ball<br />
<br />
[[File:Props GlassBall.jpg|400px]]<br />
<br />
[[File:Glass Glass Hard 01.wav]]<br />
|-<br />
| <br />
Bullet<br />
<br />
[[File:Props MagBullet.jpg|400px]]<br />
<br />
[[File:Magnum Stone Hard 01.wav]]<br />
|-<br />
| <br />
Metal Box<br />
<br />
[[File:Props MetalBox.jpg|400px]]<br />
<br />
[[File:Router Wood Hard 01.wav]]<br />
|-<br />
| <br />
Metal Plate<br />
<br />
[[File:Props Pannel.jpg|400px]]<br />
<br />
[[File:MetalPlate Wood Hard 01.wav]]<br />
|-<br />
| <br />
Plank<br />
<br />
[[File:Props Plank.jpg|400px]]<br />
<br />
<br />
[[File:Plank Wood Hard 01.wav]]<br />
|-<br />
| <br />
Rock<br />
<br />
[[File:Props Rock.jpg|400px]]<br />
<br />
[[File:Stone Stone Hard 01.wav]]<br />
|-<br />
| <br />
Shell<br />
<br />
[[File:Props Shell.jpg|400px]]<br />
<br />
[[File:Shell Stone Hard 01.wav]]<br />
|-<br />
| <br />
Wood Box<br />
<br />
[[File:Props WoodBox.JPG|400px]]<br />
<br />
[[File:WoodenBox Wood Hard 01.wav]]<br />
<br />
|-<br />
|}<br />
<br />
<br />
----</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Quick_Materials&diff=176MNSI:Quick Materials2019-06-06T19:04:29Z<p>Mischy: </p>
<hr />
<div>[[Category:MNSI]]This is a quick brief of defining physical materials in the MNSI plugin. It is not exhaustive, please look at the in depth pages for each topic mentioned to gain better understanding.<br />
<br />
MNSI works on Physical Materials. Meshes loaded in blueprints actors that have the MNSI component must use a material that has a set Physical Material.<br />
<br />
Example; MyProp is a blueprint actor that has a static mesh component and the MNSI component. The static mesh uses a material with MyPhysicalMaterial set as its physical material. Each time the static mesh actor sends out a collision event, the MNSI plugin will look at what physical material is it using to determine the sound.<br />
<br />
The supplied starting physical materials that have sounds assigned to them are located in MNSI-MainPlugin/MNSI-PhysicalMaterials. To create a custom physical material with custom sounds, see below.<br />
<br />
==The How==<br />
<br />
{|class=wikitable <br />
| style="padding: 10px" | <br />
Quick Run - Defining your own physical material;<br />
# Create new physical material. Make note of its name.<br />
# Open Default Sound Set struct and add your material as a new key pair. "MaterialName-DEFINT"<br />
# Assign sounds for each set. Light, Hard, Roll and Friction sets.<br />
# Assign your new physical material to any new material you wish to use it on.<br />
|}<br />
<br />
===Illustrated!===<br />
<br />
# Create a new Physical Material.<br />
[[File:PhysMat 01.JPG]]<br />
# Give it a unique name, in this case "ReallyCoolWood". Note. Do not use dashes "-" in the unique name. Dashes tell the plugin that the physical material is an "instance". Example; ReallyCoolWood, ReallyCoolWood-HighFriction, ReallyCoolWood-NoFallDamage, ReallyCoolWood-Slip and ReallyCoolWood-LiterallyWhatever will all play the sounds associated "ReallyCoolWood"<br />
[[File:PhysMat 02.JPG]]<br />
# Go to MNSI-MainPlugin/MNSI-BasicSoundSet. There are two structs there. A Blank ((MyCustomSoundSet)), and the DefaultSoundSet structs. Lets add the new physical materal to the MyCustomSoundSet struct. It doesn't matter where it is added, but for clarity, it is easier to start learning this using the blank MyCustomSoundSet struct.<br />
[[File:PhysMat 03.JPG]]<br />
# Open MyCustomSoundSet and will look like this.<br />
[[File:PhysMat 04.JPG]]<br />
<br />
The area of interest here are the Default Values. This is where all physical materials are written down for MNSI to look them up. <br />
*"Impact_Hard_Sounds" is where Hard impact sounds are added.<br />
*"Impact_Soft_Sounds" is where Soft impact sounds are added.<br />
*"Friction_Roll_Sounds" is where looping sounds for rolling are added.<br />
*"Friction_Linear_Sounds" is where looping sounds for sliding are added.<br />
<br />
You will notice that each field is pre-filled with "DoNotLeaveTheseBlank-WillCrash". This is to fix a bug where trying to load an empty struct in a blueprint can cause the editor to crash. <br />
<br />
# Time to add ReallyCoolWood to the struct. It should look like this.<br />
[[File:PhysMat 05.JPG]]<br />
<br />
Keys are added in the form of "The Name Of Physical Material" followed by either the name of another physical material, Or, the tag "DEFINT" which means; "Default to this sound for all sounds if no specific physical material is defined." <br />
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The two physical materials or the DEFINT tag are separated by the token distinction string "-". In this case, the final key looks like this. "ReallyCoolWood-DEFINT". This means that whenever MNSI sees a collision event, from a prop that has a material with the ReallyCoolWood physical material, it will play the sound defined for either the physical material key pair, or if none are found, the DEFINT sounds.<br />
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The actual sounds are Sound Cues.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Multi-Component&diff=175MNSI:Multi-Component2019-06-06T19:04:22Z<p>Mischy: </p>
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<div>[[Category:MNSI]]Several MNSI components can be added in the same blueprint actor, to affect separate static meshes in that actor.<br />
<br />
[[File:MultipleComponent.PNG|1000px]]<br />
<br />
Here MNSI has been used three times. To apply sounds to the main body of the train, and then for two of its wheels.<br />
<br />
==The How==<br />
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{|class=wikitable <br />
| style="padding: 10px" | <br />
Quick Run;<br />
# Set the Manual Component Selection Bool under Settings on the MNSI component.<br />
# Assign via Construction Graph each static mesh to the "Set Manual Static Mesh Component" property of each MNSI component.<br />
|}<br />
<br />
===Illustrated!===<br />
<br />
* On the MNSI component, enable the Manual Component Selection Bool under Settings.<br />
[[File:MC 1.PNG]]<br />
* Next a construction graph must be made. Drag the MNSI component onto the construction graph, drag out a connection and type "Set Manual Static Mesh Component" ((Note, MNSI-Physics is the default name of the component, but here it has been renamed to MNSI-Physics-MainBody. Custom names can be given once placed in the blue print actor.))<br />
[[File:MC 2.PNG]]<br />
* Drag the static mesh component and link it to the Set Static Mesh Component node. ((Here the static mesh component used is called Engine.))<br />
[[File:MC 3.PNG]]<br />
* Repeat for any other meshes.<br />
[[File:MC 4.PNG]]<br />
<br />
==The Why== <br />
The Ideal approach to this would be to just have the train and wheels all be part of the same skeletal mesh. <strong>The problem is that when a skeletal mesh hits a surface, there is no way to know which bone collided with the surface.</strong>. IE. "Hit Bone Name" now returns the bone of the a skeletal mesh being hit, bot the bone of the impacting skeletal mesh. Meaning that if the body of a car slid against a side railing or its wheel rolled over some gravel, that's all reported as a single On Hit event for the whole body. <br />
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That's why, currently the only way to apply MNSI on objects with more than 1 material, or moving part on them, is to break them in multiple static meshes and add multiple MNSIs.<br />
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Skeletal Meshes are still an ongoing area of research as of June-2019.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Skeletal_Mesh&diff=174MNSI:Skeletal Mesh2019-06-06T19:04:14Z<p>Mischy: </p>
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<div>[[Category:MNSI]]Limited skeletal mesh support exists.<br />
It is a separate component designed for skeletal meshes. "MNSI-PhysicsSounds_SkeletalMesh"<br />
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"MNSI-MainPlugin/Examples/Props/MetalBox_SkeletalMesh" is a good example of a setup.<br />
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The only difference is the added option called "Bone Name."<br />
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[[File:BoneName.PNG]]<br />
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This in theory allows the specification of the Root bone for the plugin. The bone all math happens for. For now it is best to leave it at none. It automatically picks the root bone then.<br />
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In the future it might be possible to use this to give each bone of the skeletal mesh its own MNSI component, but for now that seems to be impossible as all bones trigger the same On Hit event, and the engine doesn't return which bone triggered the event. So despite setting a different "Bone Name" impact sounds will be triggered by all bones.<br />
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Rolling and Friction sounds work with limitations. <br />
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To create something like a car, please see; [[MNSI:Multi-Component]]<br />
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*Note multiple skeletal meshes in one blueprint component work the same way.</div>Mischyhttps://mischievous.eu/index.php?title=MNSI:Quick_Start&diff=173MNSI:Quick Start2019-06-06T19:04:01Z<p>Mischy: </p>
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<div>[[Category:MNSI]]This guide will detail the simplest form of operation. Adding a single MNSI component to a blueprint actor.<br />
<br />
__TOC__<br />
<br />
==The How==<br />
<br />
It is recommended that the first time, this guide be followed using one of the example meshes supplied. That way all external parameters that could cause headaches will be removed while still learning the workings of this plugin. Let's use "MNSI-MainPlugin > Examples > Props > mesh > WoodBox"<br />
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{|class=wikitable <br />
| style="padding: 10px" | <br />
Quick Run;<br />
# Make new blueprint actor.<br />
# Add Static Mesh Component.<br />
# Set Mesh as root.<br />
# Set "Simulate Physics" and "Generate Hit Events" on mesh.<br />
# Add "MNSI-PhysicsSounds" as component.<br />
|}<br />
<br />
===Illustrated!===<br />
<br />
* Make new blueprint class -> actor<br />
[[File:Setup1.PNG]]<br />
* Either drag the mesh needed, or use Add Component and create a new Static Mesh Component. Here is how it looks like using the example WoodBox mesh.<br />
[[File:Setup2.PNG]]<br />
* ((Optional but recommended)) Set your mesh as Root. Click on it and drag it over the Default Scene Root. It should look like this.<br />
[[File:Setup3.PNG]]<br />
* Enable "Simulate Physics" and "Generate Hit Events" on mesh.<br />
[[File:Setup5.PNG]]<br />
* Either drag MNSI-PhysicsSounds or add it though Add Component. MNSI-PhysicsSounds is located in "MNSI-MainPlugin"<br />
[[File:Setup6.PNG]]<br />
* Done.<br />
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<br />
==Adjusting the parameters==<br />
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The default plugin settings will not apply for every prop. The most important factor being your prop's physical mass. Really light weight props need settings different than really heavy props.<br />
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The settings you care about are as imaged.<br />
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[[File:Tutorial LinearAndRollSettingsExample.PNG]]<br />
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User Impact Hard Impulse Min - Defines the minimum impulse to play a hard impact sound.<br />
User Impact Light Impulse Min - Defines the minimum impulse to play a light impact sound.<br />
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The Sound Range for both Hard and Light impacts is an impulse value added to the minimum impulse needed to create a sound volume range.<br />
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For example; <br />
----<br />
User Impact Hard Impulse Min = 1000<br />
User Impact Hard Sound Range = 0<br />
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This means that as soon as the prop experiences an impulse larger or equal to 1000, a hard impact sound will play at full volume all the time.<br />
----<br />
User Impact Hard Impulse Min = 1000<br />
User Impact Hard Sound Range = 1000<br />
<br />
This now means that;<br />
an impulse of 1000 will play a sound with 0 volume; <br />
an impulse of 1500 will play a sound with 0.5 volume;<br />
an impulse of 2000 will play a sound with 1 volume.<br />
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User Impact Hard Sound Range is added to User Impact Hard Impulse Min.<br />
----<br />
It is mostly a trial and error until the best values are found.<br />
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Outlined here is the best practice method for quickly finding the best values for a prop.<br />
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Let's start with Settings Impacts. A large Min value will need a really fast speed or heavy mass prop to trigger a sound. And a low Min value can end up triggering a sound even when the prop is stationary. A good approach is to adjust the Light and Hard impact values one at a time. So setting User Impact Hard Impulse Min to let's say 1000000 would effectively disable Hard impacts and allow you to focus on finding a value for User Impact Light Impuse Min that triggers at reasonable velocities. Once that is done, bring down the Hard Min to a value that's larger than the other value.<br />
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Rolling and Friction sounds are a bit more Catchall. Get a slippery surface to experiment with good friction sounds and use spheres with similar mass to experiment with good rolling values.</div>Mischy